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Corona Ideas Portal

The online platform for Corona users to submit, vote, and collaborate on creative suggestions.

Status Pending
Workspace Corona for 3ds Max
Categories VFB
Created by Marcin Gruszczyk
Created on Aug 26, 2024

Stencil feature in the VFB for care-free rendering against bitmap backgrounds

For users rendering against backplate images provided by the client, it's very much needed to use a background that is completely unaffected by any VFB operators and volumetric materials. In many cases, it is currently not possible to get a 1:1 pixel value match and the impossibility to do so still is an unsolved problem.

Right now, we have a TonemapControl map to remove/mitigate the effects of VFB exposure, tone mapping and LUT operators. However, there are considerable limitations:
• for some LUTs or tone mapping operations, their effect can not be effectively removed
• this introduces the need for further ColorCorrection maps for the background, where any change in the VFB operators might need an update within that CC map, requiring forth-and-back adjustments without a guaranteed 1:1 match
• Global Volume will affect the background without any way to work around it currently
• Using DOF with a camera and background bitmaps on matte objects with a ShadowCatcherMtl will add additional DOF effects on the background (this may be a different request and require a solution on its own since it'd be only partially resolved by a new VFB stencil feature if it's based on alpha only)

A new VFB-based image background with a 'stencil composing' feature would have the following advantages:
• would produce a 1:1 color/levels match without the need for TonemapControl or ColorCorrect maps -> much more straightforward
• would work much more reliably (some LUTs and operations will not be properly removed by the current feature set)
• easier post-production (since right now you need to have a proper un/multiplied alpha workflow which some apps just don't support, for example PS)
• for some cases, you could make sure it's all solved within the VFB, not requiring any additional post-production at all

My idea for the feature would be:
• would work on the alpha channel -> basically a stencil where black alpha values would display original 1:1 bitmap values without being affected by exposure, tone mapping and global volumetric materials
• could be set up in the render dialog instead of the material editor (which would be a more intuitive place for it anyway) or in a new VFB operator providing a map slot that could be fed from the material editor
• simple on/off switch within the VFB (or a matter of enabling/disabling the operator in case it's solved via an operator)
• the original (limited) Tonemap Control map would still be there in case a different workflow is needed

Current limitations that might need additional work for a complete solution:

• For volumetric materials, it might still require additional work where any volumetric material has proper alpha contribution parameters and options
• For proper removal of DOF on the background or matte objects using a ShadowCatcherMtl, additional options within the ShadowCatcherMtl might be required

The current solution is cumbersome and works only partially. Hopefully such a feature can be added to the VFB soon.